https://www.moddb.com/mods/reversion/images
Images RSS feed - Reversion mod for Half-Life 2: Episode Two - Mod DBSubscribe to the Mod DB Reversion mod for Half-Life 2: Episode Two image feed, and get the latest eye candy as it is posted.en-usThu, 24 May 2018 19:08:55 +0000Copyright 2018, DBolical Pty LtdMedia180Images RSS feed - Reversion mod for Half-Life 2: Episode Two - Mod DBhttps://static.moddb.com/cutoff/images/logos/rss.pnghttps://www.moddb.com/mods/reversion/images
12090Kathryn Olson - Expressionshttps://www.moddb.com/mods/reversion/images/kathryn-olson-expressions
Mon, 25 Sep 2017 00:42:39 +0000media1864536More work on Reversion's female lead.
All work-in-progress as everything is currently subject to change, but a little display of Kathryn pulling something a little different to the generic "neutral" expression.
Still working on the flex and key shapes.]]>Kathryn Olson - ExpressionsMore work on Reversion's female lead.
All work-in-progress as everything is currently subject to change, but a little display of Kathryn pulling something a little different to the generic "neutral" expression.
Still working on the flex and key shapes.Kathryn Olson Changeshttps://www.moddb.com/mods/reversion/images/kathryn-olson-changes
Mon, 25 Sep 2017 00:08:08 +0000media1864509More work on Reversion's female lead.
Quite a few changes here, including the obvious one of a change in hair colour. I'm probably going to change the colour of face paint to a deeper red. I've also spent a great deal of time cleaning up the mesh and setting up the "key shapes/flex points" for the Source facial animation system to use.
Also, as usual, I've put some more work into trying to nail down that feminine look.
Hopefully I'll get some full body shots out in the next few days once I'm happy with the materials.]]>Kathryn Olson ChangesMore work on Reversion's female lead.
Quite a few changes here, including the obvious one of a change in hair colour. I'm probably going to change the colour of face paint to a deeper red. I've also spent a great deal of time cleaning up the mesh and setting up the "key shapes/flex points" for the Source facial animation system to use.
Also, as usual, I've put some more work into trying to nail down that feminine look.
Hopefully I'll get some full body shots out in the next few days once I'm happy with the materials.Kathryn Olson Further Workhttps://www.moddb.com/mods/reversion/images/kathryn-olson-further-work
Sat, 16 Sep 2017 06:34:09 +0000media1860948More work on Reversion's female lead.]]>Kathryn Olson Further WorkMore work on Reversion's female lead.New Kathryn Olsonhttps://www.moddb.com/mods/reversion/images/new-kathryn-olson1
Mon, 04 Sep 2017 02:07:26 +0000media1856134I've been spending a long time recently improving the character model for Kathryn; aiming to give her a more distinct look. Some of the changes include completely remodeled hair and a tweaked facial structure.
The hair geometry still needs further tweaking as it clips into her face in some places, and there is a little work to be done on the texture map as well as implementation of proper specular and normal mapping.
Overall I'm very happy with the results and think it's a strong improvement over the previous version. She looks great in-game.]]>New Kathryn OlsonI've been spending a long time recently improving the character model for Kathryn; aiming to give her a more distinct look. Some of the changes include completely remodeled hair and a tweaked facial structure.
The hair geometry still needs further tweaking as it clips into her face in some places, and there is a little work to be done on the texture map as well as implementation of proper specular and normal mapping.
Overall I'm very happy with the results and think it's a strong improvement over the previous version. She looks great in-game.New Kathryn Olson - Comparisonhttps://www.moddb.com/mods/reversion/images/new-kathryn-olson
Mon, 04 Sep 2017 01:52:31 +0000media1856122I've been spending a long time recently improving the character model for Kathryn; aiming to give her a more distinct look. Some of the changes include completely remodeled hair and a tweaked facial structure.
The hair geometry still needs further tweaking as it clips into her face in some places, and there is a little work to be done on the texture map as well as implementation of proper specular and normal mapping.
Overall I'm very happy with the results and think it's a strong improvement over the previous version. She looks great in-game.
Hopefully I'll get some full body shots out in the next few days once I'm happy with the materials.]]>New Kathryn Olson - ComparisonI've been spending a long time recently improving the character model for Kathryn; aiming to give her a more distinct look. Some of the changes include completely remodeled hair and a tweaked facial structure.
The hair geometry still needs further tweaking as it clips into her face in some places, and there is a little work to be done on the texture map as well as implementation of proper specular and normal mapping.
Overall I'm very happy with the results and think it's a strong improvement over the previous version. She looks great in-game.
Hopefully I'll get some full body shots out in the next few days once I'm happy with the materials.Freighthttps://www.moddb.com/mods/reversion/images/freight
Fri, 01 Sep 2017 02:45:01 +0000media1854960More of a mood shot than anything. The default shipping container just isn't cutting it anymore, neither is the grate flooring.]]>FreightMore of a mood shot than anything. The default shipping container just isn't cutting it anymore, neither is the grate flooring.Cold Snaphttps://www.moddb.com/mods/reversion/images/cold-snap
Fri, 01 Sep 2017 01:08:53 +0000media1854952Work-in-progress for some of the "colder" environments the Combine can be found.
Currently no specular or normal mapping.]]>Cold SnapWork-in-progress for some of the "colder" environments the Combine can be found.
Currently no specular or normal mapping.Combine Propshttps://www.moddb.com/mods/reversion/images/combine-props
Wed, 30 Aug 2017 19:19:25 +0000media1854265Optimised models In-game.]]>Combine PropsOptimised models In-game.Facade Improvement Testhttps://www.moddb.com/mods/reversion/images/facade-improvement-test
Mon, 21 Aug 2017 12:53:58 +0000media1850418Work in progress for improving the general look of building facades in Half-life 2. The lighting is still wonky as all hell, but it's getting there!]]>Facade Improvement TestWork in progress for improving the general look of building facades in Half-life 2. The lighting is still wonky as all hell, but it's getting there!Kat Olsonhttps://www.moddb.com/mods/reversion/images/kat-olson
Wed, 12 Apr 2017 11:15:48 +0000media1778702Near final concept/render hybrid of Kat Olson.
The base image is the render of the current model for Reversion lead character. Of course there is a large amount of post cleanup and shading added, creating a target for the currently WIP model to aspire to.
It proves an interesting game of trade-offs. As the character moves back and forth between model and concept, it becomes a war of attrition, balancing polygon count with detail.
Currently the vast majority of the hair is a post effect, as is the shading; which will be baked onto the model in the final export.
What looks like an unbearably high polycount is really just *really* hi-res texture work, as the concept can be used to update the texture map, which updates the concept, which updates the texture map....
]]>Kat OlsonNear final concept/render hybrid of Kat Olson.
The base image is the render of the current model for Reversion lead character. Of course there is a large amount of post cleanup and shading added, creating a target for the currently WIP model to aspire to.
It proves an interesting game of trade-offs. As the character moves back and forth between model and concept, it becomes a war of attrition, balancing polygon count with detail.
Currently the vast majority of the hair is a post effect, as is the shading; which will be baked onto the model in the final export.
What looks like an unbearably high polycount is really just *really* hi-res texture work, as the concept can be used to update the texture map, which updates the concept, which updates the texture map....